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Fighter (3) Outlander Julian

CLASS & LEVEL BACKGROUND PLAYER NAME


Rango Lizardfolk/Poison Dusk Neutral Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I ain't scared of nobody or
16 +3 30 anything.
5 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED Show off, Show boater
-3 PERSONALITY TRAITS

Hit Point Maximum 21



-1 Strength
DEXTERITY
+3 Dexterity

17 ●
+5 Constitution
0 Intelligence
CURRENT HIT POINTS IDEALS

+3 +1 Wisdom
+1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

17 ●
+5 Acrobatics (Dex) Total 3d10 SUCCESSES
Coward at heart. Will flee if
+3 ●
+3 Animal Handling (Wis) FAILURES enemy appears too strong
0 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE Athletics (Str)
-3

11 ●
+3 Deception (Cha)
0 History (Int)
NAME ATK BONUS DAMAGE/TYPE

0 ●
+3 Insight (Wis)
Crossbow, light +7 1d8 + 3 piercing
Darkvision: 60 ft.
+1 Intimidation (Cha) Crossbow, hand +7 1d6 + 3 piercing

WISDOM 0 Investigation (Int)


+1 Medicine (Wis) Whip +5 1d4 + 3 slashing
(additional
12 ●
+2 Nature (Int)
features & traits
+1 Perception (Wis) - Longbow. +7,
+1 ●
+3 Performance (Cha)
1d8 + 3 piercing on last page)
+1 Persuasion (Cha)
CHARISMA
0 Religion (Int)

13 ●
+3 Sleight of Hand (Dex)
+5 Stealth (Dex)
+1 ●
+3 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

11 PASSIVE WISDOM (PERCEPTION)


CP Leather (1);
Crossbow bolt (20);
Tool Proficiencies: Disguise Kit;
SP Waterskin (1);
Poisoner's Tools Shield (1); Bedroll
EP (1); Rations (1 day)
Weapon Proficiencies: Martial; (10); Rope, hempen
Simple GP (1); Tinderbox (1);
Mess kit (1);
Armor Proficiencies: Heavy;
Light; Medium; Shields PP Backpack (1);
Torch (10)
Language Proficiencies:
Common; Draconic
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
18 4'2 60
AGE HEIGHT WEIGHT
Rango Yellow Green
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Rango,being the small Poison Dusk he is, was always looked down on by other
Lizardfolk as weak. His clan never allowed him to go out hunting with the others,
especially the Blackscales. Children were allowed to go hunting!

So most the days Rango honed in on his marksmanship and archery skills so that just
maybe he could go out and gatherer food for his clan.

One day, Rango overheard Drusk, a blackscale hunter,talking about the most massive,
tower-like boar they have ever seen kill two of the Lizardfolk. Drusk went on to say that
a killing the Great Boar could feed their people for an entire month.

Rango, ready to prove himself to his fellow Lizardfolk left that same night to track down
the Boar, bring food back to his people and gain the respect he rightfully deserves.
"Now's my chance", said Rango as he notched his trusty crossbow. Aiming down his
sights Rango saw it, The Great Boar. Rango, making an amateurs mistake of standing
downwind, alerted The Great Boar of his presence. The beast sniffed the air and with
lightening speed faced the direction in which Rango was standing.
Rango frightened, let out a gasp; and accidentally firing his bolt. The bolt logged itself
directly in front of the Great Boar. The tower-like beast charged, hooves pounding the
muddy terrain to solid patches of dirt.

Rango did the only thing he could at that moment, he ran. Ran like never-before, Ran
like his life depended on it (it did). Ran straight back to the clan village screaming, "
Aaaaaaaaaaghhh"! He led the beast straight to the Lizardfolk.

The Great Boar destroyed everything in sight, eventually trotting away with no
conscience.

"Run away, Rango. Run. Run away and never return. And if you do we will kill you"!

Now as an outcast, Rango wants a do over in life and show that he is valuable.

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

----------Bonus Actions----------
Second Wind. Regain 1d10 + 3 HPs (use once/rest).

---------------Actions--------------
Action Surge. Take an extra action (use once/rest).

-----------Other Traits------------
Archery Fighting Style. You gain a +2 bonus to attack rolls you
make with ranged weapons.

Bite. Your fanged maw is a natural weapon, which you can use
to make unarmed strikes. If you hit with it, you deal piercing
damage equal to 1d6 + your Strength modifier, instead of the
bludgeoning damage normal for an unarmed strike.

Chameleon Skin. Poison Dusks can adjust the colors of their


scales to blend in with their surroundings. Poison Dusk
Lizardfolk may hide while lightly obscured.

Cunning Artisan. As part of a short rest, you can harvest bone


and hide from a slain beast, construct, dragon, monstrosity, or
plant creature of size Small or larger to create one of the
following items: a shield, a club, a javelin, or 1d4 darts or
blowgun needles. To use this trait, you need a blade, such as a
dagger, or appropriate artisan's tools, such as leatherworker's
tools.

Hold breath. You can hold your breath for up to 15 minutes at a


time.

Hungry Jaws. In battle, you can throw yourself into a vicious


feeding frenzy. As a bonus action, you can make a special
attack with your bite. If the attack hits, it deals its normal
damage, and you gain temporary hit points (minimum of 1)
equal to your Constitution modifier, and you can't use this trait
again until you finish a short or long rest.

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